Allow to drink potions when stats are damaged to 0

Alttab

Member
First, the number of stats damage does not show. They at least could show it like the negative levels number. Second, some monsters hit the stats damage for huge numbers and that is a problem in my opinion. For last, we should be able to drink potions when our stats are 0, because it is so annoying. The stun at 0 stats is enough, they don't need to doom the character more than that.
 
Upvote 9

Bobbryan2

Well-known member
Waiting 60 seconds to be able to act again is not fun player behavior.

It's not even the possibility of death that's a problem... it's the sheer amount of time you have to kite everything around to gain 1 str and then actually fix the issue.
 

Bobbryan2

Well-known member
So... at 0 strength, you can move your legs (to kite) but you can't move your hands (to drink)?

Move your legs like the wind! Sprinting around, often at 172% base speed, jumping through obstacles.

But yes... gulping that curative is a bit too much.
Sure, maybe that bit of cognitive dissonance is a bit much to handle. But I give you this additional piece of information. They put remove paralysis pots into this game.

OK. Fun bit of ancient DDO history from an old timer who was around. Remove paralysis potions were a staple in all the stores in this game. They were always a community joke, because you could never drink remove paralysis pots. One day, several years into this game, someone made an offhand comment to someone that they were wasting their money buying remove paralysis pots because they don't work.

In the least surprising exchange that followed, a dev jumped in and said, "What do you mean they don't work?" And everyone was like... "What do you mean what do you mean they don't work. Go try one?" And of course, a dozen people piling onto a dev just confuses the issue more... so they're like, "No, I'm seriously asking... do they not remove the paralysis when you drink them?" And friends, that was one of those moments that my eyes opened wide and I breathed heavily for a bit.
But... that spawned the entire thing where they made potions usable "on others." Great change, everyone thought, except they did it by changing the drink potion animation to the spell casting animation which takes SO long... so they effectively nerfed the hell out of self-drank potions of all types by trying to make remove paralysis potions work.
 
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jotmon

Well-known member
Already getting off too easy being able to run around with 0 stat with the negliable penalty of not being able to interact..
shoud be more like pnp penalty for a 0 stat....
Constitution 0: A character with a Constitution score of 0 is immediately dead, according to the d20 SRD.
Strength 0: The character collapses and is unable to move, essentially helpless.
Dexterity 0: The character is paralyzed and immobile.
Intelligence 0: The character becomes comatose.
Wisdom 0: The character is unconscious.
Charisma 0: The character is unconscious.


SSG has already screwed up stat damage both from mobs and players.
Players for the most part scrap stat damagers as a worthless debuff due stat damage nerfing giving mobs partial immunity and fast recovery.

Player death by direct CON stat damage was changed to not be death due to player blacklash on BS stat damage from mobs...
unfortunantely DDO has a lot of BS stat damage like spiders in von 2 doing 150 cha damage per hit that they have ignored fixing.
SSG never did get stat damage balanced... instead they just gave up on fixing the whole debuff line and continue to ignore the issue.
Probably on the maybe someday possibly who are we kidding never fix list.
 
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Bobbryan2

Well-known member
Already getting off too easy being able to run around with 0 stat with the negliable penalty of not being able to interact..
shoud be more like pnp penalty for a 0 stat....
Constitution 0: A character with a Constitution score of 0 is immediately dead, according to the d20 SRD.
Strength 0: The character collapses and is unable to move, essentially helpless.
Dexterity 0: The character is paralyzed and immobile.
Intelligence 0: The character becomes comatose.
Wisdom 0: The character is unconscious.
Charisma 0: The character is unconscious.

unfortunantely DDO has a lot of BS stat damage like spiders in von 2 doing 150 cha damage per hit.

Getting 0 in a stat used to be much much worse in DDO. STR getting to 0 meant you were autocrit on every swing (their interpretation originally of the coup de gras)

Believe it or not, stats getting to zero were nerfed, not because it was harmful to players, but because players started taking advantage of the creatures' stats in ways the devs didn't like.

When wounding of puncturing rapiers started dropping more often due to the level increase on items dropping, they were going to nerf 0 con soon after.

So in this case... the change was actually to make the game harder rather than easier, in a counterintuitive way.
 

The Narc2

Well-known member
Getting 0 in a stat used to be much much worse in DDO. STR getting to 0 meant you were autocrit on every swing (their interpretation originally of the coup de gras)

Believe it or not, stats getting to zero were nerfed, not because it was harmful to players, but because players started taking advantage of the creatures' stats in ways the devs didn't like.

When wounding of puncturing rapiers started dropping more often due to the level increase on items dropping, they were going to nerf 0 con soon after.

So in this case... the change was actually to make the game harder rather than easier, in a counterintuitive way.
Ah the beautiful days of the wounding and puncturing rapier, the only time in the game when nobody cared if the devs bloated the hit points on the mobs.
 

Xgya

Well-known member
Do the Reaper thing.
Allow it out of combat.

Then I'm along for the ride.

As a compensation, make getting to 0 while in combat as punishing as it can be.

Getting to 0 out of combat shouldn't just be a long wait for absolutely no reason.
Getting to 0 IN combat should make you very dead very fast.
 

PersonMan

Well-known member
Getting 0 in a stat used to be much much worse in DDO. STR getting to 0 meant you were autocrit on every swing (their interpretation originally of the coup de gras)
Not only 0 STR, but Helpless status used to mean auto-crits; 0 stat stunned for a few seconds and kept in helpless state until stat raised to 1+, and as mentioned 0 CON was instant death.

-It might have been STR only for helpless, and they changed it to all stats -> helpless around the time they got rid of auto-crit.
 
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DDO Gaming

Well-known member
the love of zero is why you need a healer in the party...and hope the healer doesn;t experience similar love.

I'm assuming you need a high spell resistance to avoid this particular DDO love...though the inability to even consume a countering potion was probably someone in the dev team being a little too creative :cry:
 

Bobbryan2

Well-known member
the love of zero is why you need a healer in the party...and hope the healer doesn;t experience similar love.

I'm assuming you need a high spell resistance to avoid this particular DDO love...though the inability to even consume a countering potion was probably someone in the dev team being a little too creative :cry:

Nah.. Spell Resistance won't do anything in a lot of cases with STR damage. It'll protect against a couple spells that do ability stat damage but no actual damage, but that isn't *usually* where I run into str damage issues.
My biggest issue with this is taking a couple hits from Kai Teng's weakening of enfeebling scimitar, but I think that was a specifically-designed FU from all the people playing with wounding/puncturing rapiers... so I think this is very much intended.

The other time that I run into a pickle is the bonebreaking from Chol'thulz which lowers con by a massive amount, over and over.
The sheer number of time's I've been soloing a Chol'thulz quest, gotten taken to 10 con... kited him around for 60 seconds till I get 1 con back... and then I drink a lesser restore pot to give myself a tiny window... and he's lowered my con back to 0 before the animation finishes. And then I sit there kiting things around over and over until the game will let me play again.

But you can certainly tell the Orchard was the Devs revenge for stat damage back in the day.
 

Bobbryan2

Well-known member
Nah.. Spell Resistance won't do anything in a lot of cases with STR damage. It'll protect against a couple spells that do ability stat damage but no actual damage, but that isn't *usually* where I run into str damage issues.
My biggest issue with this is taking a couple hits from Kai Teng's weakening of enfeebling scimitar, but I think that was a specifically-designed FU from all the people playing with wounding/puncturing rapiers... so I think this is very much intended.

The other time that I run into a pickle is the bonebreaking from Chol'thulz which lowers con by a massive amount, over and over.
The sheer number of time's I've been soloing a Chol'thulz quest, gotten taken to 0 con... kited him around for 60 seconds till I get 1 con back... and then I drink a lesser restore pot to give myself a tiny window... and he's lowered my con back to 0 before the animation finishes. And then I sit there kiting things around over and over until the game will let me play again.

But you can certainly tell the Orchard was the Devs revenge for stat damage back in the day.
 

The Narc2

Well-known member
Agreed, the current state of stat damage applying players is working just fine. What needs to change is stat damage on the mobs, there should be no cap on stat damage for anything but end bosses and the regen rate for mobs should be vastly slowed down. This should be part of the game.
 

Xgya

Well-known member
But if you got hit with stat damage, then whatever hit you is still aggroed on you. It doesn't solve anything.

Poisons and diseases are things that exist and that'll totally continue doing stat damage after combat is done (saying this as someone that's been stunned because I forgot Remove Curse and Mummy Rot is a thing)
And those are the kinds of things where you have absolutely no chance to die because you're helpless where I wouldn't want to penalize the player by having them wait, entirely safe, until they can finally move their hands to a potion bottle.

There's other cases where the enemies die and you're still helpless.
 

Ahpuch

Well-known member
Drinking pots when at 0 seems to be an over correction. While over correction may be on brand for SSG nerfs, I would prefer they just shorten the duration before one gets back to 1 point of ability. That gives some flexibility to tune the recovery to maintain the challenge rather than all or nothing. It could even be a factor of difficulty where recovery is faster on Normal than on Reaper.

They could also add some better preventative abilities to allow prepared character to minimize the danger. (Improved stat recovery potions or spells that will ward against future ability damage). Just removing the pain point of hitting 0 seems to remove options.
 

Terpilar

Well-known member
Players : "Hey Devs it's not logical that you can still run but not pop up and drink a potion while helpless, please fix !"
Devs : "OK, now you can't run while helpless."
Not all wishes should come true.
 
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